You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
While in GLES2 mode, I placed a few scene instances involving RigidBodies into another scene, translated them into various positions, and hit the play button.
Expected: the bodies should be rendered at the specified positions.
Actual: the bodies are all rendered overlapping at the origin (?) of the scene. The scene has a bit of gravity, so eventually all the bodies separate as they fall.
Workaround: Use GLES3.
This was extremely confusing and I thought I was doing something wrong for 3 or so hours, fiddling with various things to get such a basic scene working. I switched to GLES3 figuring maybe it was a bug, and the issue immediately resolved: the scene renders as expected with each RigidBody located where I placed them in the editor.
I tried to look around for other reports of this and didn't see any mention here. I see it mentions "INSTANCE_ID" but I have no idea if this is relevant. Cell.zip
The text was updated successfully, but these errors were encountered:
cwaldren
changed the title
Instanced child scene with RigidBody does not translate correctly with GLES2
Instanced child scene with RigidBody have incorrect origins using GLES2
Jan 3, 2021
cwaldren
changed the title
Instanced child scene with RigidBody have incorrect origins using GLES2
Instanced child scenes with RigidBody have incorrect origins using GLES2
Jan 3, 2021
I could reproduce this. I suppose the problem is with SoftBody as everything works fine after I changed it to a general MeshInstance. In addition, the SoftBody mesh drifts from its collision shape sibling more and more when falling even in GLES3, as shown below
As identified by @floppyhammer, this is an issue with SoftBodies and GLES2. The RigidBodies are behaving as expected.
madmiraal
changed the title
Instanced child scenes with RigidBody have incorrect origins using GLES2
SoftBody ignores translation when using GLES2
Jan 10, 2021
OS: Windows 10, 64-bit
Godot: v3.2.3 stable
Processor: AMD Ryzen 7 3700X
Graphics: GeForce RTX 2060S, Nvidia driver v460.89
While in GLES2 mode, I placed a few scene instances involving RigidBodies into another scene, translated them into various positions, and hit the play button.
Expected: the bodies should be rendered at the specified positions.
Actual: the bodies are all rendered overlapping at the origin (?) of the scene. The scene has a bit of gravity, so eventually all the bodies separate as they fall.
Workaround: Use GLES3.
This was extremely confusing and I thought I was doing something wrong for 3 or so hours, fiddling with various things to get such a basic scene working. I switched to GLES3 figuring maybe it was a bug, and the issue immediately resolved: the scene renders as expected with each RigidBody located where I placed them in the editor.
I tried to look around for other reports of this and didn't see any mention here. I see it mentions "INSTANCE_ID" but I have no idea if this is relevant.
Cell.zip
The text was updated successfully, but these errors were encountered: